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Its A Mans World

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Young girls after school game club. Choice of games GTA, Doom, ... 88% of 12-14 year old girls play games on a regular basis. 43% of US gamers are female ... – PowerPoint PPT presentation

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Title: Its A Mans World


1
Its A Mans World
  • Gender and Gaming

2
Overview
  • Biological gender differences
  • Game Industry
  • Gender preferences
  • Abilities
  • Motivations
  • Gender issues in gaming.
  • Key research

3
Biological Gender Differences
  • Research marred by gender-stereotyped
    preconceptions and expectations.
  • Obstructs efforts to gain a solid understanding
    of the biological differences/similarities
  • Media issues - risk that medical gender research
    may be reduced to research about differences.
  • If problem not addressed, it might lead to the
    reinforcement of the gendered structures of
    society.

4
Biological basis for gender differences
  • Cognitive Style
  • Field Independence
  • Correlates with programming ability
  • Negatively correlates with computer anxiety
  • Males more field independent than females

5
Biological Gender Differences
  • Difference in total brain size - men's brains are
    heavier than women's
  • Not known whether this difference just the fact
    that men have larger bodies.
  • Differences in brain lateralization and size of
    corpus callosum have been dismissed in recent
    reviews.

6
The State of The Industry
  • Is this why the games industry thrives on first
    person shooters and racing games? Or a
    combination of the two Grand Theft Auto?
  • Male games alienate female gamers
  • Gender gap widened at early age
  • Females spend 50 less time gaming
  • Biological V Cultural

7
Game Design and Preferences
  • Carr (2005)
  • Young girls after school game club
  • Choice of games GTA, Doom, Dead or Alive,
    Skating
  • Features chosen
  • Control, excitement, challenge, competition, male
    avatars not an issue.

8
Issues Killing Like a Girl
  • Bryce Rutter (2002)
  • Females more prevalent in gaming industry than
    realised
  • Invisible in gaming communities
  • 88 of 12-14 year old girls play games on a
    regular basis
  • 43 of US gamers are female
  • Games industry in denial?

9
Issues Hypersexual Avatars
  • Sexualised and stereotypical female characters
  • Feminised skills (healing, magic)
  • Male avatars have big swords/guns
  • Girls much rather pick up Resident Evil 3 and
    massacre some Zombies than play Barbie Fashion
    Designer

10
Gender Differences Abilities
  • Kafai Games seem to replicate gender
    differences found in traditional toys
  • Girls play with dolls, clothes and animals
  • Boys play with guns, swords and action men
  • Differences in game play performance disappear
    after extended exposure

11
Gender Differences Abilities
  • Brunner et al (1990)
  • Girls and boys designed machines
  • Boys focused on technical details
  • Girls focused on humanoid features
  • Are these differences in ability, attitudes and
    preferences biological or cultural - Can gaming
    address this?

12
Gender Differences Motivations
  • Malone and Lepper (1987)
  • Intrinsic motivation based on educational game
    research
  • Players want challenge, curiosity, fantasy,
    control, adventure, competition, cooperation and
    recognition - Regardless of gender.

13
From Barbie to Mortal Kombat
  • Boys play computer games from an early age -
    Therefore more familiar
  • Unfamiliarity breeds contempt?
  • Graduates in computer science lacking in females
    due to this gap?
  • How can the gaming industry overcome this?
  • Involve female gamers in design, market to female
    gamers and break the cycle.

14
Gendered Hardware
  • X box controller poor design not for females
    again puts barriers for female gamers.
  • My gaming profile is anonymous and I often choose
    a male avatar when playing online.
  • Therefore many other female gamers may be
    hidden.

15
Game Preference, Mental-rotation and Gender
  • Quaiser-Pohl et al (2005)
  • 861 school aged children
  • Categories of preference action, logic, skill
    and non players
  • Mental rotation task

16
Findings
  • More females than males prefer logic
  • Males preferred more action
  • Males outperformed in MRT
  • Male non players had lower MRT than action
    players spatial ability training?
  • Female MRT not related to preference.

17
Implications
  • Nature Vs Nurture female performance matches
    males?
  • MRT high score - find some game types easier
    therefore play more.
  • Can MRT be improved?

18
Summary
  • Gaming industry need to break cycle
  • Introduce girly games at an earlier stage of
    development
  • Create a female generation of competent gamers
  • Encourage more female graduates
  • This is assuming the differences are more nature
    than nurture.

19
References
  • Carr, D. (2005) Contexts, gaming pleasures, and
    gendered preferences. Simulation Gaming,
    December 1. 36(4) 464 - 482.
  • Cassell, J, and Jenkins, H. eds. (1998) Barbie to
    Mortal Kombat Gender and Computer Games.
    Cambridge, Massachusetts MIT Press.
  • Joanne Bryce, J. and Rutter, J (2002) Killing
    Like a Girl Gendered Gaming and Girl Gamers'
    Visibility. CGDC Conf. 2002.
  • Quaiser-Pohl, C., Geiser, C., Lehmann, W.
    (2006). The relationship between computer-game
    preference, gender, and mental-rotation ability.
    Personality and Individual Differences, 40,
    609-619.
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